The biggest problem with talking about Qix Adventure was that the most interesting thing about it was its atypical release schedule, appearing at retail in Japan and Europe only. Other than that, it took the Qix formula of cutting a screen up into pieces while assorted nasties tried to stop you, and applied a weak RPG-lite sheen that really didn’t mesh. Ultimate Qix thumbs its nose at such nonsense. Right back on track with a much more commonplace release schedule (screw Europe; if it leaves Japan at all, NA ports only!) it does away with the idea of overly fancy gimmick-work and instead asks itself how it can improve the core aspects of Qix itself.
It’s not an overly hard overwork; Qix Classic was a simple game for a simple time. Bought into the arcade scene by Taito back in 1981, it had you draw lines on a grid where completing a shape would destroy that section of the screen. You then had to delete the majority of the grid to see off the level. Out to stop you were little spark creatures that travelled your lines which you had to be constantly on the move to avoid, and a larger enemy that would roam the grid. If it happened to stray into one of your lines as you were drawing it, it would spell game over.
Staff review by Gary Hartley (December 29, 2017)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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